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Co-creating climate futures: Young people as community science leaders
Make games, save the planet” is an Arizona State University program that positions young people as community science leaders who use STEM and media to envision and work toward the future they want to live in. With support from adult team members, participating youth leaders have created an XR game prototype to engage community members in exploring local impacts of climate change and possible futures. The program is organized as an equitable partnership, with young people leading the game development and adult team members supporting their work and studying the impacts of the program. Our youth leaders are also systematically developing and investigating their own questions related to the learning outcomes of their digital narrative. We expect that: 1) by exploring existing futures scenarios for Arizona, youth leaders will increase their understanding of climate science, possible solutions to climate change, and pathways to alternative possible futures; 2) by acting as science communicators, participating youth leaders will strengthen their agency and envision a future self that uses STEM and media to create the future they want to live in; and 3) by leveraging their perspectives as young people and community members, participating youth will create innovative informal STEM learning experiences that promote similar outcomes for participating community members.
Pillar 1: Innovative Use of Technologies in Learning and Teaching
The team has created an XR game prototype using the Unreal game engine, as well as many other technologies. For example, they have recorded the game narrative in ASU’s professional voice recording studio and have created a variety of immersive environments for playtesting using projections, VR headsets, and STEAM decks. They have collaborated with ASU faculty, students, and an outside consultant to achieve their vision.
Pillar 2: Partnerships for Career and Workforce Preparation.
The young people have developed skills in game design, teamwork, and leadership, while also growing their understanding of climate science, science communication, and informal STEM engagement. Over two years, they have gradually taken on greater responsibility and are now empowered to make all key decisions related to their game and engagement activities. They are organized into two main groups, the narrative and design teams, each with a designated leader who manages their work and members who have specific roles.
Pillar 3: Strategies for Equity in STEM Education
Our 12 young people have diverse racial/ethnic and gender identities. Five are Hispanic/Latinx, which is greater than the overall proportion in the metro area. The young people are encouraged to bring their whole selves to the program. For the game, they created characters that draw on their identities and connect with their communities, including main characters who are Hispanic/Latinx and speak in both English and Spanish. The team conducts engagement and playtesting activities in English and Spanish.
Discipline(s)
Computer and informational technology science
Environmental sciences
Interdisciplinary
Other
Target Gradespan(s)
High school (9-12)
Target Participant(s)
Youth / students
Hispanic/Latino participants
Other
Project Setting(s)
Informal Education
Category
Exploring Theory and Design Principles (ETD)